Making the levels well is going to be difficult--having convex zones will inhibit the process much more than I had anticipated. I made the larger "massive terrain" fbx this week. Maya and Blender don't get along well at all, but I've learned all of their "handshakes." Blasted red tape!
For instance, I learned this one today, when handling an obj from Maya within Blender, some meshes will have a "Duplicated Faces" option set to "Group." It's probably if you duplicated the mesh at some point. Make sure they are set to "None," or nothing will export.
There were some others that had to do with the XNA options--the labs only have Blender 2.5, but Blender 2.62, which I carry on my jump drive now--lol--has XNA helper options when you export an fbx. In Blender 2.5, the scale was out of whack when I tried to import the fbx into Maya, so I assumed 2.62 options fixed it.
After all of my classes ended today, I went back to the labs and got the massiveTerrain.fbx loading--it wasn't working because the naming convention was different than it said it was in the code's comments. The scene looks really dark for some reason, and I suspect it has to do with the fog shader.
I can't remember the every last little fix I made to the NPC and Gameplay classes--I was only focused on those changes on Monday through early Wednesday.
I definitely fixed a few problems in the convex hull script--the other script I had found ended up being even more sensitive than the first, even though it could be loaded as a plugin. Here's an updated version, it handles the process of removing extra vertices slightly better, but it still has issues!
Later guys.
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